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SarissofoiParticipant
Why not bring back some other ways to recover fatigue?
Old Battle Flow added into Berserk.
That would it make really strong. And berserk already is pretty strong.
Personally I would like to see weaponmaster come back.SarissofoiParticipantWell there is always cheat engine and altering stats.
But game clearly isn’t balanced around ironman.
Its too easy to lose people on expert especially to massed ranged and polearms users. Especially that not only player is nerfed because his progress is slower and he is short on funds but also enemy get additional troops on that difficulty.
Replacing troops is really painful and grindy process. Frustrating plainly.
If you forgive me my bad mood I will start my complain list. I will throw also praise list as a bonus.First enemy AI.
Its great actually. Good progress from older builds and sometimes its feel to smart even(but mostly because it has plenty of tools that player do not have or can’t afford on his troops). Great job. Most of the problems were fixed and enemy AI is truly dangerous right now(which is annoyng and frustrating sometimes but in good way).
Cheers. Don’t know who did this but you did outstanding job. I could even buy you a beer.Secondly Ghoul rework
I still miss old dead eating monkeys but the new demonic spawn is fine. Its also more dangerous but I think its mostly because of upgraded AI and better stats on higher more feed levels. The eat soldier ability is OP(especially if there is more of big ones) as they can easily eat few soldiers and there is nothing that player can do with it. Anyway good job.Third bandits buff
Bandits were always low to mid levels threat and honestly they were here for a player units to gain levels and free lower quality gear. Kinda of less of more safe zone. There were some strong units like rogue knights, sowrdmasters and bandit leaders but most of them were rabble(but even then polearms and xbows were a problem).
Now I do not understood logic why enemy marksmans get buffed. Anyone care to explain this?
They were threat even before now they can snipe my troops with precision. They should not be a that big threat and they can kill single trooper at first turn(especially on expert where they get extra numbers). They should be support troops.
Small suggestion if I can do that.
Strip Marksmen from their perks and skills. They could get better gear and weapons, maybe quick hands and nets for night fights, but lower their ranged capabilities. Its simply not fun to lose guys to ranged enemy fire. Second thing take away puncture weapons from them.
There could be also some mid unit between thugs and raiders – simply better armed thug/worse armed raider with lesser skills and no perks.
Overall bandits should be a kind of filler faction that player face before he can fight Nobles, Undeads or Orks. Also enemy where he can go back when he got stumped so he can recover.Fourth Orcs
Orcs are fine although Orc Warriors are still strong.
I wish they have some mid unit between young and warriors(even if it mean just dividing young orcs into less geared and better geared versions)Fifth Old undead.
Well geist are annoying and sometimes frustrating to fight. Especially that banner have really low range and not dedicated rally men are rather non effective.Six Banner
Rather underwhelming. Its necessary to have it as there are new resolve mechanics but its weaker than old sergant perk and you can have only one. And whole banner is also weak weapon and bonus is lost if not used. Sadly banner lack any special or even typical pike skills. Necessary but rather uncool. Taking off confident was fine move but connected with other things it nerfed it too much. Please consider increasing range of banner, % of bonus and add some special abilities to it so its more cool then necessary.Seventh Veteran Hall
Its definitely feel weak. The bonus is fine although I would move it to temple(as kind of blessing with resolve bonus and not scaling cost) and instead make Veteran Hall place when player can buy some levels for troops(like up to 5-6 maybe) so its easier replace losses and lessen the grind.
Getting some outside tree perks or some additional weapon masteries would be nice too.
Maybe possibility to get rid of bad traits or get some good traits?
Or changing the backgrounds? With some bonuses to attributes? SO player can change his old daytalers into mercenaries or landsknehts?
Respecing perks would also be great addition.
Now its just feel meh and on expert it too costly anyway.Acht Inventory space
Its small already and I do not understood logic to limit it.
If at last ambition to expand it was a repeatable one – it would be fine but it isn’t by the look of it. So bring back 99 for start and make ambition repeatable. With amount of food, spare armors and weapons, consumables and other stuff not even mention loot player need to carry inventory space is too small.Neun Perks
I like this few changes that come with this update. Still some perks just feel weak and some get nerfed unnecessary(like gifted – it wasn’t that strong in first place), Shield expert could use the buff(either cheaper cost for shieldwall like weapon masteries-25% cost or similar effect to brawny but for shields-say 50% less fatigue cost). Bags and belts feel really weak right now. Lone wolf could use some flat buff to stats(or at last to resolve)Tenth Reserves
It could use second reserve row and bigger reserve place(up to 25). With amount of specialization of troops needed for specific enemies and with amount of chained battles or injuries it would be great to have more space for new guys. You can’t now rip enemy with universal soldier.Elven Fatigue
Its really un fun mechanic right now. Recovery feel mandatory in longer fights and you can’t level fatigue each level up as you need spread up level ups. Especially right now when enemy missed attacks also stack fatigue on character. Why not bring back some other ways to recover fatigue? Or at last increase fatigue regeneration when character have not used ap?Twelve Early levels and full builds
It really feels like grind to get to end levels. Do you even consider giving bonus rolls to early levels and maybe double perks on first 3 levels(at cost no perks on 3 last levels) . It would make leveling much smoother and player can try new build earlier. Now its really feel painful to just level character to try and if he is not good to level him again.Thirteen Magic
Enemy magicians could used higher fatigue costs.Fourteen. New undead.
Well they feel strong. Very strong. Old skeletons(end game) composition was usually dozen skeletons(current auxiliaries), half dozen fallen heroes(shield legionaries) and half dozen guard skeletons(pike legionnaires). And there is a honor guard and priest. Now they come with great numbers and they are pretty deadly. Good fight when you have end game troopers but middle to high they are pain. Overall they get buffed. Good job but fighting them on early to mid levels feel unfair.Well I probably have some more things to say but currently do not remember them sadly.
Ah. End crisis come too early. And they repeat too fast.SarissofoiParticipantNothing fancy.
Just bringing some of the old banners back. And making banners stabby stabby instead blunt ones.
\i try to make some modifications but honestly i have zero skill and no talent.
http://www.nexusmods.com/battlebrothers/mods/3/?Something like this but using these old ones to replace new.
http://www.nexusmods.com/battlebrothers/mods/1/?Don’ tell Psen but I personally liked old ones more. New ones are to flashy.
SarissofoiParticipantJeeehhhaaaww!! this Emporer Armor is just amazing!!!
thx for answers as usual Paul… but i mean those two armors!
hahaha its a covered question for more color variants ;)The white-black is a faction troops versions with tabard. You can’t loot(they revert to normal one) or buy them. I think the blue-white can be bought.
SarissofoiParticipantYou can easily replace graphics but replace only.
Just open data with 7zip and throw the replace it by new file and that it is(any update will break it).
BTW Do you taking requests?SarissofoiParticipantYeah. This is another thing that could do with being explained in-game (i.e. when you hover over Fatigue in on the character screen).
It must be said that ~5 fatigue imposed by all striking attacks with any weapon makes the +10 fatigue imposed by mace hits seem somewhat insignificant.
Is mace add +10(so 15) or only 10?
SarissofoiParticipantCan we have calculations? For a proper stamina management.
I second this.
How much it is per strike? Do different weapons waste more fatigue?
Also did passive recovery increased(well this I will check myself).Anyway I start new run and have some encounters with wolves and they basically stun(exhaust) locked my line soldiers.
The current fatigue pool/recovery is really to small for that kind of things.SarissofoiParticipantI approve of the shifts to make initiative, morale/resolve and hit-points more important, and I never wanted to have to create one-dimensional characters with a few exaggerated hyper-abilities and several glaring/unrealistic weaknesses that were negated by scale armour and other one-dimensional characters, but I have to say that I also have experienced mostly negative emotions from the new build thus far. On older builds, it seemed that Expert/Deadly mode forced you to spend too much time enduring tedious/puritanical resource management and taking recourse to “ignoble” tactics (avoiding uncertain fights, retreating, aborting contracts, intervening at the eleventh hour in caravan battles to scavenge loot etc.), whereas Easy/Normal/Beginner mode allowed you to more readily get to an unassailable economic position but with less pervasive and less numerous enemies to fight (so that battles became boringly easy and you had to artificially increase the difficulty by using less armour and keeping extra guys in reserve etc.). For the game to be enjoyable, you WANT there to be hordes of deadly enemies to fight, and you want your strategic and tactical decisions to have a bearing on the outcome against them, but you don’t want to be forced into fighting them when you can’t afford to buy/repair equipment and/or to heal injuries. You want to be able to take your time to build up for each challenge, tweaking your tactics as you go. You want room for experimentation and exploration. You want to focus on the aspects of the game that you find most enjoyable, instead of being persistently forced to forsake them (or to endure more tedious aspects) for economic reasons. You want to be able (or to reliably become able) to afford at least some decent/high-level resources, but you want this luxury to be necessary to build for the grand challenges ahead. You want the grand challenges to be exactly that, but you don’t want set-backs along the way to leave you in a ruinous position from which you can’t gradually rebuild and have another go. The game is very immersive and it’s immensely frustrating and irritating when hours/days/weeks of preparation are ruined by one or two random accidents/mistakes when you were tired or in a rush etc. And sometimes, at random, whatever the difficulty level and through no fault of your own, you just happen to get swarmed by deadly enemies chasing you from all directions early on in the game, and there’s no quick/reliable way to escape from the predicament. On the new beta release, these drawbacks seem to be more pervasive on all difficulty levels.
That is valid point.
Harder difficulties not only makes fights more challenging(more enemies, higher tiers) which is welcome but also bring company progress to a snail speed. Fights are harder which is fine but rewards not.
Player face bigger challenges and get less(compared to lower difficulties) reward ratio. Not even mention that even these less can buy less because of higher prices. And his expenditures are higher because harder fights against more numerous and harder enemies so his cost grows(repair items, medical bills) when rewards not.
Losing merc is easy – leveling them hard and long, can not afford better backgrounds and better equipment which mean fight harder and cost(injuries, dead mercs) more.
You need perfect run and even if you are good, mass ranged can and will first turn kill some unlucky dudes.
Injuries force you to bench mercs or risk them getting killed and you really can’t afford reserves(because upkeep and food costs), waiting is also not a option.I currently replay some older build and its actually enjoyable. Simpler game but with charm and its actually FUN. Damn.
<stop and think about potential solutions>
Better contract rewards. FAIR PAY. Some contracts could pay half/or whole company upkeep(or at last for a front-liners).
More loot items. When conquering locations enemies I want RICHES.
Maybe nerf armor penetrations/effectiveness against armor? A little? Or buff starting armors(give them more armor at bigger fatigue cost and worse fatigue/armor ratio?)
Reduce visibility penalty for helmets? At last some. This would help archers and really some of penalties don’t have much sense.
Make early levels have bigger stats grown and double perks when late levels lower stat grow and no perk(so end perk build are reached faster but there still place for improvement)? Or make leveling faster?
Some utility perks(like rotation or footwork) could be move lower(as they increase control over company and give more options but not offer straight offensive or defensive buffs).BTW VETERAN HALL and Prestige(over 11) levels are a joke. Sad joke.
Cost of exp boost scale with level and it small and short lived(ergo it would make more sense to give these boost to the Temples) and where is my perk respec or reroll attributes or straight level buying? There could be possibility to buy some stat increasing traits or maybe even special active skills that would enhance gameplay and what we get is some boost that is hardly used.
Sad.SarissofoiParticipantThey current strength come mostly from their new weapon which is a cleaver that have amazing effectiveness against armor.
Especially compared to old vampires with arming or noble swords.
More damage, high effectiveness against armor and bleed. 3 hits to the body is death sentence to the guy in mail shirt.
Before armor offer some protection – now its fold like a paper.SarissofoiParticipantThrowing my five kopenek here.
I noticed similar things to the point that I much more prefer fighting orc warriors that enemy ranged troops.
-enemy hitting all the time, at any range,
-blocked or not,
-with any kind of ranged weapon
Even Raiders can wreck people with their throwing weapons.
It can not be bias because I don’t even recall similar level of bullshit from any previous patch.
Right now raiders often hit with their ranged at max range and for good damage. Very often and they were mostly useless with their stuff in 7.0.12
I think all of enemy get not only stats buff but also plenty of perks.
Its getting ridiculous to the point that any battle against enemy ranged open with a chance to getting one of my guy killed(even if he has kite shield and some armor) by concentrated fire. My ranged character tend also getting injury almost every battle that bench them for few days.
The game is getting worse and worse. More bloat with features that add nothing but pointless artificial difficulty. More grind when your guys can die at all times and you can not do anything about it. Its simply not fun and its simply frustrating. I was playing a Cassandra role before foretelling dark vision but I didn’t expected that I will be right. What happened? Are there somebody else in charge than when this game start development? I think I need to make some good predictions because – even with all my whining – I really want to like this game(and I like it) but now its in miserable state.“GAME WILL BE BETTER SOON(TM)”
Sure, I play mostly expert and it supposed to be hard and unforgiving but the point is its also not rewarding at all. It should be hard, challenging and rewarding. Now its full bullshit. No fun, no fun at all.
SarissofoiParticipantOn top of that here’s a little something in preparation for the late game crisis:
Hello Psen.
Good to see your new work. Excellent like always.
Can you share some more info about destroyed settlements?
Specifically if there will be possibility to reclaim them and rebuild?
Do ruins can become infested by faction who destroyed them or generic beasts/bandits/undead?
Do you plan throw few ruined settlements for a player to find and help reclaim them or help noble houses expansion?
I have also question about events that precede invasion and settlement destruction.
Could it be predicted like getting courier from noble house who will ask for help or some plans that are recovered as loot from battle against enemy factions? Also do these events happen separately from player activity or they are only connected to it?Also I must admit that I really like this armor dying soldier wear – isn’t this old plate coat? Are you plan to add it again to game? Would be great.
Thanks for your work. Hope to see more soon.SarissofoiParticipant– stay as close together as possible and put up a shield wall
– dont let your archers or back liners get attacked in close combat
– avoid the swamp like the pest
– watch out for flanking maneuvers
– move carefully so you dont run out of fatigue (zombie fights last long due to sheer numbers + revive)Thank you Lufos but it didn’t worked out, because like you said last long due to sheer numbers and revives. However I lasted way longer thanks to your formation but I could came closer to the necromancer.
I think the scenario is unbalanced. Maybe I will find some videos on youtube.Watch this and acquire proficiency.
https://youtu.be/JR9fuZtiakASarissofoiParticipantI’ve got to be honest I think translating many/all the factions/units into deutsch will make the sound a lot better, for me the “Ancient-Dead” sounds a bit odd, whereas the google translated “Alten-Toten” kind of ties it to the location (central europe).
What about Latin? It make more sense than german skeletons.
SarissofoiParticipantlooks a bit docile, but then I think that might make sense since it’s sated its hunger.
Exactly. But what did he eat? Hehe.
The two on the right are actually the same guy, just in different states of appetiteThey look neat but more like sort of demonic spawn that wild dead eaters. Especially the horns, horns=demons – the fat one remind me of demonic bosses from Final Fantasy Tactics.
Can we have both? Old ones as a kind of wild bloodthirsty monkeys that live in lairs and dens and like eat anything(addition to beasts along direwolves) and the new ones as sort of demonic infestation alongside cultists and crazy wizards/heretics or alone after they eat them.
SarissofoiParticipantWell you can do it by yourself. All you need is gimp and 7zip.
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